- Doodads are no longer affected by the MOVE UNIT trigger action.
Does anyone know exactly why Blizzard did this?
None.
my best guess is that it was inconsistant to have a different type of object move via a "move unit" action - it's just another way blizzard restricts our creative abilities.
TheNitesWhoSay - Clan Aura -
githubReached the top of StarCraft theory crafting 2:12 AM CST, August 2nd, 2014.
Probably part of some short-sighted CPU/memory optimization.
None.
An artist's depiction of an Extended Unit Death
I would go as far as to say it was an unintentional effect, and (maybe because mapmakers complained "wtf my trees keep moving around") they decided to fix the issue in the patch, much like they "fixed" things such as EUD actions.
There's a difference between fixing something because of potential hacks (EUDs) and fixing something because of unintentional effects, though.
None.
An artist's depiction of an Extended Unit Death
Well, we could go through some "CAN YOU DO 25 TRICKS? / CAN YOU DO REAL TRICKS?" bug fixes, but those are game mechanics that broke melee. I feel like it all comes down to fixing things that weren't originally intended to exist in SC. It makes me wonder why Blizzard still allows us to do things like disable doodad states of units.
"Doodads" probably refers to floor traps, wall traps, and doors since those are units.
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